Open BruceMustache opened 4 years ago
ethereal: I like the ethereal and have a world with Whynot and ethereal enabled. But I cannot add the mod to the game. The issue is the ethereal take over the world. And it is not possible to disable mods from games so I loose my non-ethereal worlds in this case. Please use the same procedure like me, enable the ethereal for specific world with Whynot game.
moretrees: The trees are to big so it is difficult to clear areas. Without woodcutting you always have the issue floating tree tips. With woodcutting you suffocate with tree blocks ... In short - rejected. If you like it you can still enable the mod in addition for your whynot world.
luscious and underch I like to consider. The plantlife is a mod collection like whynot. So please check which mod from modpack you like to see in whynot..
The issue is the ethereal take over the world
But I thought ethereal just add more biomes and don't delete defaults ones. So it not take over the world right?
Yea, ~60 ethereal biomes vs. ~10 Minetest game biomes. If you enter the game you cannot find the "default" biomes anymore.
I like the clear void of the Minetest Game biomes so I still like to play Whynot without ethereal. The "Etereal" is an "addon" for Whynot for me that can be enabled optional for world.
Another issue is the upgrading. If I add the ethereal then the mapgen goes crazy on old worlds. Therefore ethereal is rejected, sorry..
@bell07 I've updated the list. When I have more time I'll suggest plantlife's mods
I like the space mod, I think it definetly should be when add #19 But for me I think it's ok to add it now since have helicopter or you can even make a giant pillar up
Can you reconsider mortrees? I think giant trees like mountains, if you wish you can accept the challenge and completely cut them down. Otherwise you can get beautiful landscape with some mountains
I added the cloudlands 2 days ago (see #22 )...
I like the void of plain Minetes Game environment and do not like to see the giant trees in any my world. The same for additional 60 biomes on surface. Of course I have a world with moretrees and a world with ehereal, and some other singlenode worlds. But I cannot mix them. Maybe the right way is to create documentation for "Whynot-supported addon-Mods" and how to create whynot based ethereal world ...
Nice. I what do you think about space? I've removed moretrees from the list
Also would be nice have stone hills, swamps, mesa, ice and others landscape biomes
What about some schematics? Like pyramids, ice castles, desert castles, villages and more
Schematics are ok for me if spawns rare and not directly nearly player spawn. There is meseor already in game. But of course the most mods I seen assumes the player like to play with the shematic only, so the shematic take over the world. For example if the vilaages mod you always spawn in a big village that should not happens.
Do you have mod proposals for schematics mods I can consider?
Do you have mod proposals for schematics mods I can consider?
Not now but when I do search and test I can consider post them here
What meseor do?
meseor: Really rare by ABM ( Interval 18100, Chance = 100000 ) the Meseor strikes your world and causes crater. So your buildings are in danger (theoretically). I never experienced that. On generation the chance is 90, so if you explore new areas you may hear the impact and can find the Meseor crater ;-)
I think between the two I would prefer caverealms_lite to underch. Underch seems to modify a very large part of the underground, all the way to the surface even
I also find the textures a bit meh, and too different in style compared to default MTG ones. Also makes me wish mineral nodes would change rock color based on biome :-/
Caverealms only seems to decorate existing caverns.
I can vouch that caverealms is quality. It's on the YourLand server - and is pretty fun. (not actually an assessment of if it fits the rules)
caverealms looks fine. The default area is to high
setting("number", "ymin", -33000) --bottom realm limit
setting("number", "ymax", -1500) --top realm limit
My proposal is to set ymin to -3000 and keep place for maybe other undergrounds. 3000 blocks for a layer is enough I think
What other undergrounds would you see above -3000?
One important aspect of caverealms is it only affects caverns. If you dig the rock you get everything else the same as far as I can tell.
Maybe Nether or any other decorative underground. I think we need to slice the map for different layers. I mean something like https://forum.minetest.net/viewtopic.php?f=9&t=22670 I do not know. Keep the value at -33000 and change it later to place other underground is possible too
I like that idea. We have some great ideas for underground with caverealms and nether. The above ground though is still boring. The floatlands help a bit, but they just follow the surface biomes. Maybe there could be a way to use etherreal (or other) biomes in altitude.
At some point this issue should be split into one issue for each proposed mod, so we can better keep track of each. (I might do this later)
Just a status update for this (as review is in-progress of the mods suggested)
luscious
underch
plantlife
caverealms
space
A question for you, @BruceMustache: why do you not like 3dmushrooms? I just want to hear your opinion/reasoning.
Another status update.
None of the mods below have been rejected, but there have been some problems found in them.
luscious
Arguably "takes over the world." The way it does so also arguably doesn't matter. The way I see it, it's still up for debate.
It also changes old chunks. I'm not 100% sure if it does so in a problematic way. This could be taken as destroying the work of a player, if it is determined to be problematic.
Most important, however, is in it's current state, there seem to be bugs - due to a hacky workaround that isn't needed in MT 5 anymore
underch
As mentioned before, it changes massive amounts of underground things. This is problematic.
There's some code issues that should be reported upstream.
It's arguably bloated.
Most important to me, is this quote from myself:
My largest concern is that it seems like it doesn't allow for any sort of ore-registration for mods that don't know about underch, and underch doesn't know about them. There's a lot of quality mods (many that we don't even have issues for yet) that add extra ores, and have this issue.
plantlife
Very little progress made. There was some talk about plant spawn density.
caverealms
There's a bit of code cleanup to be done.
There's a fishing mechanic of all things that is added. Caverealms has nothing to do with fishing, so I'd say that mechanic needs to be moved to it's own mod.
The mod is in part under WTFPL
and the rest (under the BSD) is attributed to the FreeBSD project. Both things are sortof problematic - the latter (probabbly) typo.
Since luathreads on mapgen is now possible (https://github.com/minetest/minetest/pull/13092) I suspect it would be better to rewrite this mod (
realms
) anyway.
Originally posted by @Lazerbeak12345 in #92
I suspect other mods might be improved, or now possible, thanks to this merged PR.
Here I suggest some mods to improve landscape of minetest
#83 space adds "sky" biomes giving a feel you've traveled to planets, very coolMod is brokennotes: